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Zakgram
POW ZAP THWAPP
Posted - 2009.09.08 06:29:00 - [211]
 

OSX instructions?

Liang Nuren
Posted - 2009.09.08 06:51:00 - [212]
 

Originally by: Zakgram
OSX instructions?


I don't have a mac, but if I did, I'd follow the Linux build instructions. The packages that I know you'll need are GTK+, Glade, and Python 2.6. You may or may not need Cairo, numpy, or matplotlib. They're in my site packages, and I haven't examined the source well enough to know if they're required.

I find it's also handy to have Git and git clone the source url (first post), and git pull on a regular basis.

-Liang

Sakari Orisi
BIG
Gentlemen's Agreement
Posted - 2009.09.08 08:33:00 - [213]
 

Edited by: Sakari Orisi on 08/09/2009 08:36:25
Originally by: Zakgram
OSX instructions?

The best way is to get gtx-osx installed and working as well as python (at least 2.5) and pygtk, instructions for gtk-osx can be found at http://sourceforge.net/apps/trac/gtk-osx/wiki/Build and instructions for pygtk can be found at http://sourceforge.net/apps/trac/gtk-osx/wiki/PyGtk.

edit: gonna add those to the readme :)

Josorna
Posted - 2009.09.08 15:20:00 - [214]
 

Edited by: Josorna on 08/09/2009 16:46:10
Time for some more bugreports.

First, drone sharpshooting doesn't affect anything, optimal doesn't at all no matter which level you have.

Second, as I've said a few pages back
Please visit your user settings to re-enable images.
This is on Windows XP, default theme. The percentages are barely readable. And, not everyone uses a custom theme, so it'd be good if they're undependant of your OS settings / look.

And, umm, the rigs are still sorted like they're in game, instead of first selecting size, then type (like it's in EFT). Though this isn't a real bug as this is how it's in game it'd still be easier that way Very Happy.

Edit: Strategic cruisers have wrong race icons except for Legion. Proteus is shown Amarr icon, Loki is Bloodraider and Tengu Sansha in the ship browser menu.
Edit2: At least Legion, any offensive sub adds correct amount of hardpoints for turrets / missiles. However, when adding guns, each fitted gun / launcher gives additional hardpoints for respective weapons group.

Sakari Orisi
BIG
Gentlemen's Agreement
Posted - 2009.09.08 17:16:00 - [215]
 

Originally by: Josorna
Edited by: Josorna on 08/09/2009 16:46:10
Time for some more bugreports.

First, drone sharpshooting doesn't affect anything, optimal doesn't at all no matter which level you have.

Second, as I've said a few pages back
Please visit your user settings to re-enable images.
This is on Windows XP, default theme. The percentages are barely readable. And, not everyone uses a custom theme, so it'd be good if they're undependant of your OS settings / look.

And, umm, the rigs are still sorted like they're in game, instead of first selecting size, then type (like it's in EFT). Though this isn't a real bug as this is how it's in game it'd still be easier that way Very Happy.

Edit: Strategic cruisers have wrong race icons except for Legion. Proteus is shown Amarr icon, Loki is Bloodraider and Tengu Sansha in the ship browser menu.
Edit2: At least Legion, any offensive sub adds correct amount of hardpoints for turrets / missiles. However, when adding guns, each fitted gun / launcher gives additional hardpoints for respective weapons group.

The strategic cruisers icon is a bug in ccp's database dump (all strategic cruiser skills are tagged as amarrian) so I can't fix it :(
I fixed the other bugs though and I'll look into filtering rigs eventualy

Kadesh Priestess
Scalding Chill
Posted - 2009.09.08 22:14:00 - [216]
 

Edited by: Kadesh Priestess on 08/09/2009 22:15:59
Originally by: Josorna
First, drone sharpshooting doesn't affect anything, optimal doesn't at all no matter which level you have.
Sakari fixed it in current git, as well as bunch of another bugs. Most probably there're some effects missing here and there, but this week i'll try to get through whole list to check if some of them has been left as unimplemented.

Originally by: Josorna
Second, as I've said a few pages back
<img>
This is on Windows XP, default theme. The percentages are barely readable. And, not everyone uses a custom theme, so it'd be good if they're undependant of your OS settings / look.
Bad idea to make sw indepent of a platform look and feel imo. Instead i think it's possible to change theme included into windows package. Anyway, ticket for this issue is filled in trac.

Originally by: Josorna
And, umm, the rigs are still sorted like they're in game, instead of first selecting size, then type (like it's in EFT). Though this isn't a real bug as this is how it's in game it'd still be easier that way Very Happy.
Sorting is 1-in-1 with market atm, and if i understand correctly subject of major overhaul in near future.

Originally by: Josorna
Strategic cruisers have wrong race icons except for Legion. Proteus is shown Amarr icon, Loki is Bloodraider and Tengu Sansha in the ship browser menu.
Edit2: At least Legion, any offensive sub adds correct amount of hardpoints for turrets / missiles. However, when adding guns, each fitted gun / launcher gives additional hardpoints for respective weapons group.
There was corresponding ticket in pyfa trac which 'transformed' into bugreport sent into CCP's own bugtracker. Still no response.

Sakari Orisi
BIG
Gentlemen's Agreement
Posted - 2009.09.09 07:49:00 - [217]
 

Originally by: Josorna
Second, as I've said a few pages back
<img>
This is on Windows XP, default theme. The percentages are barely readable. And, not everyone uses a custom theme, so it'd be good if they're undependant of your OS settings / look.
Bad idea to make sw indepent of a platform look and feel imo. Instead i think it's possible to change theme included into windows package. Anyway, ticket for this issue is filled in trac.

I think it's actualy possible to chance this in the windows control pannel (not entirely sure though) as the windows theme inherits its settings from there.

Biakuzolm
Posted - 2009.09.09 10:02:00 - [218]
 

Edited by: Biakuzolm on 09/09/2009 10:27:58
Originally by: Kadesh Priestess
Originally by: Biakuzolm
Edited by: Biakuzolm on 07/09/2009 22:36:04
Sakari, in my previous post I said the only thing annoying, in my opinion, in Pyfa is that we have to manually reimport API when we want to update our character bonuses. I just did it again, and I thought once again to exactly the same thing. Do you plan to add an automatic API update feature?
I.e. you want pyfa to update character skills on periodic basis? Or just to remember character choice once and forever?
I think we could have the best of both.

Update character skills (and implants, in future) on periodic basis, just like GtkEVEMon or EVEMon do, is a must in my opinion. But in addition to that, it would be great if it was possible to distinguish actually known skills from skills manually selected in Pyfa. This way, it would be possible to see directly if a loadout is actually useable with a given character, depending on the skills this characters knows, and what additionnal skills must be trained to improve this loadout or make it useable. I have absolutely no experience with dev, but I see it very simple: actual skills are default skills, written in black, periodically updated; planned skills are manually added in Pyfa skill browser and are written in red, saved (through different profiles? I may be asking too much here :]).

To complete that, a way to export those planned skills into an .emp format or something like that would allow to import them into GtkEVEMon or EVEMon. Currently, we have to spot manually added skills in the Pyfa skill browser (which is difficult since there is not any symbol or color identifying them) as well as plan it manually in GTKEVEMon or EVEMon. Exporting those skills to import them in the appropriate app would be highly more convenient. Indeed, if GtkEVEMon had a importer like EVEMon, allowing to paste a given loadout and plan the associated skills, it would be simpler. But GtkEVEMon doesn't do that for the moment, and this way we could also plan skills which are not absolutely required to fit a loadout, but which are necessary to make it relevant (per instance: reach a minimum capacitor or DPS, etc.).

If you think the latter suggestion is not a good idea or that Pyfa is not expected to do that, maybe you could just add more information in the tooltip corresponding to the skillbook icon beside character selecter. Currently, the icon is red when skills are not known (let's consider the API is updated) and need to be trained to fit some modules, those skills are listed in the tooltip. It would be nice if it also listed the optional skills which were manually selected in the skill browser, which are not required (technically), but which are very useful for the loadout. For example, many loadouts are possible with my current skills, but not relevant at all since my capacitor depletes in 10 seconds with them!

Sakari Orisi
BIG
Gentlemen's Agreement
Posted - 2009.09.09 13:38:00 - [219]
 

Edited by: Sakari Orisi on 09/09/2009 13:38:48
Originally by: Biakuzolm
Edited by: Biakuzolm on 09/09/2009 10:27:58
Originally by: Kadesh Priestess
Originally by: Biakuzolm
Edited by: Biakuzolm on 07/09/2009 22:36:04
Sakari, in my previous post I said the only thing annoying, in my opinion, in Pyfa is that we have to manually reimport API when we want to update our character bonuses. I just did it again, and I thought once again to exactly the same thing. Do you plan to add an automatic API update feature?
I.e. you want pyfa to update character skills on periodic basis? Or just to remember character choice once and forever?
I think we could have the best of both.

Update character skills (and implants, in future) on periodic basis, just like GtkEVEMon or EVEMon do, is a must in my opinion. But in addition to that, it would be great if it was possible to distinguish actually known skills from skills manually selected in Pyfa. This way, it would be possible to see directly if a loadout is actually useable with a given character, depending on the skills this characters knows, and what additionnal skills must be trained to improve this loadout or make it useable. I have absolutely no experience with dev, but I see it very simple: actual skills are default skills, written in black, periodically updated; planned skills are manually added in Pyfa skill browser and are written in red, saved (through different profiles? I may be asking too much here :]).

To complete that, a way to export those planned skills into an .emp format or something like that would allow to import them into GtkEVEMon or EVEMon. Currently, we have to spot manually added skills in the Pyfa skill browser (which is difficult since there is not any symbol or color identifying them) as well as plan it manually in GTKEVEMon or EVEMon. Exporting those skills to import them in the appropriate app would be highly more convenient. Indeed, if GtkEVEMon had a importer like EVEMon, allowing to paste a given loadout and plan the associated skills, it would be simpler. But GtkEVEMon doesn't do that for the moment, and this way we could also plan skills which are not absolutely required to fit a loadout, but which are necessary to make it relevant (per instance: reach a minimum capacitor or DPS, etc.).

If you think the latter suggestion is not a good idea or that Pyfa is not expected to do that, maybe you could just add more information in the tooltip corresponding to the skillbook icon beside character selecter. Currently, the icon is red when skills are not known (let's consider the API is updated) and need to be trained to fit some modules, those skills are listed in the tooltip. It would be nice if it also listed the optional skills which were manually selected in the skill browser, which are not required (technically), but which are very useful for the loadout. For example, many loadouts are possible with my current skills, but not relevant at all since my capacitor depletes in 10 seconds with them!

I'm not sure if this'd fit in the "stock" pyfa, but this'd make a pretty wonderful plugin.
I'll try looking into implementing it when I got some time.

Liang Nuren
Posted - 2009.09.11 07:07:00 - [220]
 

Bump for a great up and coming app. :)

-Liang

Josorna
Posted - 2009.09.11 21:10:00 - [221]
 

And something new that popped up while I messed around with my Legion setups.

This time, it's about armor rigs, and / or the skill.
Fitting armor rigs on ships makes the speed to be incorrect. Put 3 armor rigs on any one ship on all lvl 5 character (or any other character for that matter), and you'll get difference in speed in PyFA versus what you get ingame (or EFT).

Sakari Orisi
BIG
Gentlemen's Agreement
Posted - 2009.09.12 07:18:00 - [222]
 

Originally by: Josorna
And something new that popped up while I messed around with my Legion setups.

This time, it's about armor rigs, and / or the skill.
Fitting armor rigs on ships makes the speed to be incorrect. Put 3 armor rigs on any one ship on all lvl 5 character (or any other character for that matter), and you'll get difference in speed in PyFA versus what you get ingame (or EFT).

Fixed, cheers for the bug report :)

Norwood Franskly
Minmatar
Fleet of the Damned
Eternal Ascension
Posted - 2009.09.12 12:07:00 - [223]
 

Edited by: Norwood Franskly on 12/09/2009 12:16:31
Awesome work.

Just installed it on my Linux box and it worked, installing it on my laptop currently (Macbook Pro) it's still compiling dependencies, Linux triumphs over OS X again :)

Have you thought about packaging it for various distros?

edit: if people are having trouble with installation in OS X make sure you update your PATH statement in your bash profile (vi '~/.bash_profile'). Some of the gtk specific stuff requires '~/.local/bin/' which seams a strange place to me.

Liang Nuren
Posted - 2009.09.12 16:45:00 - [224]
 

Edited by: Liang Nuren on 12/09/2009 16:49:58
Originally by: Norwood Franskly
Have you thought about packaging it for various distros?


It's packaged for Windows, and there's a periodic release for Linux. I wouldn't know how to package it up for OSX - I guess I should follow through and buy a macbook like I had been planning.

Quote:
edit: if people are having trouble with installation in OS X make sure you update your PATH statement in your bash profile (vi '~/.bash_profile'). Some of the gtk specific stuff requires '~/.local/bin/' which seams a strange place to me.


Good info!

-Liang

Ed: And if you get the opportunity, you could check over http://sourceforge.net/apps/trac/gtk-osx/wiki/Build and add anything that's missing. :)


Norwood Franskly
Minmatar
Fleet of the Damned
Eternal Ascension
Posted - 2009.09.12 17:59:00 - [225]
 

Edited by: Norwood Franskly on 12/09/2009 18:05:17
Originally by: Liang Nuren
Edited by: Liang Nuren on 12/09/2009 16:49:58
Originally by: Norwood Franskly
Have you thought about packaging it for various distros?


It's packaged for Windows, and there's a periodic release for Linux. I wouldn't know how to package it up for OSX - I guess I should follow through and buy a macbook like I had been planning.



I was more thinking it may be an idea to write a script to auto build as a .rpm or .deb or whatever every-time theres a new version. I'd offer to host a yum repo for it but don't really have the bandwidth.

As for OS X I have no idea how to package for it either. In typical Apple fashion it's different enough to be annoying.


Quote:

Quote:

edit: if people are having trouble with installation in OS X make sure you update your PATH statement in your bash profile (vi '~/.bash_profile'). Some of the gtk specific stuff requires '~/.local/bin/' which seams a strange place to me.


Good info!

-Liang

Ed: And if you get the opportunity, you could check over http://sourceforge.net/apps/trac/gtk-osx/wiki/Build and add anything that's missing. :)




For the most part that guide was accurate it did warn you to update your bash profile. I just thought some of the newer people may not know how to do that, more people reading hat wiki should be obvious

I've hit an error though

mig299$ python launch.py
Traceback (most recent call last):
File "launch.py", line 18, in <module>
import gtk
ImportError: No module named gtk

gtk + pygtk is installed but

mig299$ python
Python 2.6.2 (r262:71600, Apr 16 2009, 09:17:39)
[GCC 4.0.1 (Apple Computer, Inc. build 5250)] on darwin
Type "help", "copyright", "credits" or "license" for more information.
>>> import sys
>>> sys.modules

has no reference to gtk

so I think python path for loading modules needs to refer to gtk module somehow. I'm not familiar enough with python to know how to force load a module in a different path. If somebody else got this working in os x please let me know what you did.

Sakari Orisi
BIG
Gentlemen's Agreement
Posted - 2009.09.12 18:24:00 - [226]
 

Originally by: Norwood Franskly
Edited by: Norwood Franskly on 12/09/2009 18:05:17
Originally by: Liang Nuren
Edited by: Liang Nuren on 12/09/2009 16:49:58
Originally by: Norwood Franskly
Have you thought about packaging it for various distros?


It's packaged for Windows, and there's a periodic release for Linux. I wouldn't know how to package it up for OSX - I guess I should follow through and buy a macbook like I had been planning.



I was more thinking it may be an idea to write a script to auto build as a .rpm or .deb or whatever every-time theres a new version. I'd offer to host a yum repo for it but don't really have the bandwidth.

As for OS X I have no idea how to package for it either. In typical Apple fashion it's different enough to be annoying.


Quote:

Quote:

edit: if people are having trouble with installation in OS X make sure you update your PATH statement in your bash profile (vi '~/.bash_profile'). Some of the gtk specific stuff requires '~/.local/bin/' which seams a strange place to me.


Good info!

-Liang

Ed: And if you get the opportunity, you could check over http://sourceforge.net/apps/trac/gtk-osx/wiki/Build and add anything that's missing. :)




For the most part that guide was accurate it did warn you to update your bash profile. I just thought some of the newer people may not know how to do that, more people reading hat wiki should be obvious

I've hit an error though

mig299$ python launch.py
Traceback (most recent call last):
File "launch.py", line 18, in <module>
import gtk
ImportError: No module named gtk

gtk + pygtk is installed but

mig299$ python
Python 2.6.2 (r262:71600, Apr 16 2009, 09:17:39)
[GCC 4.0.1 (Apple Computer, Inc. build 5250)] on darwin
Type "help", "copyright", "credits" or "license" for more information.
>>> import sys
>>> sys.modules

has no reference to gtk

so I think python path for loading modules needs to refer to gtk module somehow. I'm not familiar enough with python to know how to force load a module in a different path. If somebody else got this working in os x please let me know what you did.

Bunch of people in the mac forums got it working with gtk-osx. I got no clue how exactly though.

Liang Nuren
Posted - 2009.09.12 18:31:00 - [227]
 

Originally by: Norwood Franskly
mig299$ python launch.py
Traceback (most recent call last):
File "launch.py", line 18, in <module>
import gtk
ImportError: No module named gtk

gtk + pygtk is installed but



This honestly looks like PyGTK is not installed. Have you checked site-packages?

-Liang

Norwood Franskly
Minmatar
Fleet of the Damned
Eternal Ascension
Posted - 2009.09.12 18:51:00 - [228]
 

Edited by: Norwood Franskly on 12/09/2009 19:52:03
Edited by: Norwood Franskly on 12/09/2009 19:18:26
edit: http://www.mail-archive.com/pygtk@daa.com.au/msg17963.html

that has much more complete instruction, including what I posted earlier about updating your path. It was able to help, if anyone else runs into the same problems as me the command you need to run is "jhbuild build meta-gtk-osx-python" then things should work.

:)

[GCC 4.0.1 (Apple Inc. build 5465)] on darwin
Type "help", "copyright", "credits" or "license" for more information.
>>> import gtk
>>>

screenshot:

Please visit your user settings to re-enable images.

Sakari Orisi
BIG
Gentlemen's Agreement
Posted - 2009.09.13 08:26:00 - [229]
 

wow, very nice. Cheers for the screenshot !

Sakari Orisi
BIG
Gentlemen's Agreement
Posted - 2009.09.14 11:41:00 - [230]
 

Edited by: Sakari Orisi on 14/09/2009 11:45:58
Although this is a maintenance release it features a whole lot of small improvements, Along with the usual bugfixing and polish we get:


  • Ability to select multiple modules at once and affect them all at once

  • Ability to change module ammo via a right click menu

  • The addition of a "Raw" damage pattern to see ship hp without resistances taken into account

  • A Better and more handier damage pattern editor


Liang Nuren
Posted - 2009.09.14 16:57:00 - [231]
 

Originally by: Sakari Orisi

Although this is a maintenance release it features a whole lot of small improvements, Along with the usual bugfixing and polish we get:


  • Ability to select multiple modules at once and affect them all at once

  • Ability to change module ammo via a right click menu

  • The addition of a "Raw" damage pattern to see ship hp without resistances taken into account

  • A Better and more handier damage pattern editor




Hey cool, so what's up for the next release? How about some Heat!

-Liang

Korb Biakustra
Amarr
French Empire Squad
Not Found.
Posted - 2009.09.14 17:00:00 - [232]
 

Edited by: Korb Biakustra on 14/09/2009 17:19:34
Originally by: Liang Nuren
Originally by: Sakari Orisi

Although this is a maintenance release it features a whole lot of small improvements, Along with the usual bugfixing and polish we get:


  • Ability to select multiple modules at once and affect them all at once

  • Ability to change module ammo via a right click menu

  • The addition of a "Raw" damage pattern to see ship hp without resistances taken into account

  • A Better and more handier damage pattern editor




Hey cool, so what's up for the next release? How about some Heat!

-Liang


This! This! No? Duh. :[

Sakari Orisi
BIG
Gentlemen's Agreement
Posted - 2009.09.14 21:00:00 - [233]
 

Originally by: Korb Biakustra
Edited by: Korb Biakustra on 14/09/2009 17:19:34
Originally by: Liang Nuren
Originally by: Sakari Orisi

Although this is a maintenance release it features a whole lot of small improvements, Along with the usual bugfixing and polish we get:


  • Ability to select multiple modules at once and affect them all at once

  • Ability to change module ammo via a right click menu

  • The addition of a "Raw" damage pattern to see ship hp without resistances taken into account

  • A Better and more handier damage pattern editor




Hey cool, so what's up for the next release? How about some Heat!

-Liang


This! This! No? Duh. :[

I might work on that once all tickets on pyfa itself are closed :) who knows

DTson Gauur
Caldari
Blend.
Nulli Tertius
Posted - 2009.09.15 08:07:00 - [234]
 

Great progress, though there are still few basic things missing that make me cringe.

1) No "application memory", ie. pyfa doesn't remember it's screen size & position, this makes using it an effort because everytime you start it, you need to move and resize the window.

2) unmovable / resizeable toolbar (setup / character) again the same thing, the setup window works but it's so small that using it is an effort. Either make it atleast twice the length it is now, or give us a way to resize it ourselves (and make it remember its size...)

3) Non-conformal position of application quit/exit/close button, if you really have to have a close button in the main window, atleast put it in a place where most people expect it to be: RIGHT UPPER CORNER. Imho that button is redundant, you can always close the app just by using controls given by your window manager.


Josorna
Posted - 2009.09.15 08:45:00 - [235]
 

Edited by: Josorna on 15/09/2009 08:57:48
Edited by: Josorna on 15/09/2009 08:57:28
From 0.4.1, it seems that you can't put almost any modules basides turrets / reppers / propulsion to inactive mode.

All salvagers / analyzers / codebreakers and even things like tracking computers can be only switched between active and offline. When messing with fitting, this isn't good as you want them to be online so you see what fits in terms of cpu / grid, but at the same time things like salvager should be inactive so they won't mess with capacitor usage so you don't fit too much capacitor.

Sakari Orisi
BIG
Gentlemen's Agreement
Posted - 2009.09.15 08:55:00 - [236]
 

Originally by: DTson Gauur
Great progress, though there are still few basic things missing that make me cringe.

1) No "application memory", ie. pyfa doesn't remember it's screen size & position, this makes using it an effort because everytime you start it, you need to move and resize the window.

2) unmovable / resizeable toolbar (setup / character) again the same thing, the setup window works but it's so small that using it is an effort. Either make it atleast twice the length it is now, or give us a way to resize it ourselves (and make it remember its size...)

3) Non-conformal position of application quit/exit/close button, if you really have to have a close button in the main window, atleast put it in a place where most people expect it to be: RIGHT UPPER CORNER. Imho that button is redundant, you can always close the app just by using controls given by your window manager.



1) Having pyfa remember it's location and size is one of the planned features, I just need some time to get to it

2) Could you elaborate a little bit ? Do you mean the fitting pane when saying setup window ? if so, it should autosize and become as large as it can be when you make the window bigger

3) I agree, unfortunatly, the close button is there because on some platforms the window manager kills the app when hitting the X, which causes pyfa to not be able to save it's data.


Originally by: Josorna
From 0.4.1, it seems that you can't put almost any modules basides turrets / reppers / propulsion to inactive mode.

All salvagers / analyzers / codebreakers and even things like tracking computers can be only switched between active and offline. When messing with fitting, this isn't good as you want them to be online so you see what fits in terms of cpu / grid, but at the same time things like salvager should be inactive so they won't mess with capacitor usage so you don't fit too much capacitor.

Thanks for the bug report ! I fixed those on git.

DTson Gauur
Caldari
Blend.
Nulli Tertius
Posted - 2009.09.15 08:58:00 - [237]
 

Originally by: Sakari Orisi

2) Could you elaborate a little bit ? Do you mean the fitting pane when saying setup window ? if so, it should autosize and become as large as it can be when you make the window bigger



I mean the setup selection dropdown box, it's woefully small.

Josorna
Posted - 2009.09.15 08:58:00 - [238]
 

Since you already answered, I'm not editing.

Capacitor batteries seem to give wrong amount of capacitor.
All level 5, on Arbitrator
Fitting Large Peroxide I Capacitor Power Cell, I get a capacitor of 2410 in Pyfa. In game, it's 2078 (same happens with all cap batteries, but this was when I noticed it).

Sakari Orisi
BIG
Gentlemen's Agreement
Posted - 2009.09.15 09:06:00 - [239]
 

Originally by: DTson Gauur
Originally by: Sakari Orisi

2) Could you elaborate a little bit ? Do you mean the fitting pane when saying setup window ? if so, it should autosize and become as large as it can be when you make the window bigger



I mean the setup selection dropdown box, it's woefully small.

I'll see what I can do
Originally by: Josorna
Since you already answered, I'm not editing.

Capacitor batteries seem to give wrong amount of capacitor.
All level 5, on Arbitrator
Fitting Large Peroxide I Capacitor Power Cell, I get a capacitor of 2410 in Pyfa. In game, it's 2078 (same happens with all cap batteries, but this was when I noticed it).

Fixed

raukesh
Posted - 2009.09.15 11:34:00 - [240]
 

Hi, trying to install this on a mac though I am not an experienced user for using especially terminal commands...I got macport installed but then trying to do this:

"Note: jhbuild requires Python 2.5 to unpack tar files, but Tiger provides Python 2.3. We provide Python 2.5 in meta-gtk-osx-bootstrap, but that doesn't help for running jhbuild because the non-jhbuild shell doesn't ordinarily see your gtk installation. You can define an alias to get around this problem:

$ alias jhbuild="PATH=gtk-prefix/bin:$PATH jhbuild"
Obviously you should substitute the actual path of your gtk installation for gtk-prefix. If you add it to your .bashrc or .bash_profile you won't need to worry about it.
"

I am at a loss. can't find a gtk or jhbuild file anywhere on the cmp....

Will there eventually be an executable for mac? or a walkthrough for dummies?

Pyfa definately will be long-lived and one of the top apps, the eve-community must be the perfect nursery for it :-)


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